Other than locations you can miss through not exploring thoroughly in Xenoblade 2, much like with the rest of the series, there's also the optional Blades. A handful can be acquired by getting their core crystals through sidequests and in one case bought through a shop, but the overwhelming majority are tied to unlocking randomly through an in-game gacha system. Depending on your luck with the RNG, you can end up getting most or almost none of these.
Considering how much of a problem this can be for progression/exploration as a result of skill checks connected to them, in addition to the fact that these are dozens of characters with their own distinct designs, animations, voice acting, and additional story content, I'm surprised that Monolith Soft went with such a roundabout solution in the name of making individual playthroughs unique.
It was the same in Witcher 3 and in witcher 2, there was a fork in the storyline and you would be gated off hours of content from the choice made.Cyberpunk 2077's best content is hidden behind seemingly banal sidequests and choices. Simply replying something like "Sorry, I'm busy right now" to an NPC can block you from deep and complex questlines. It's remarkably easy to finish the game without doing most of its best quests.
I'll also add that it's a timed decision; you have like 3 seconds to decide which I think add a lot of weight and urgency to it.Thanks for the clarification, sounds intriguing and like something I'd really enjoy.
DOOM (1993) and DOOM 2
This is E1M2 from DOOM, the whole are I've painted green is optional/secret:
Pretty much every level is like this, not to mention all of the secret levels.
YMMV (this is definitely a subjective point about peoples' philosophies of gaming) but I'd suggest that in situations where the critical path *isn't* inherently obvious, exploring side-passages isn't exactly optional - you don't so much *choose* not to do it as *discover* that you don't need to do it. If you see what I mean.
There's still a ton of hidden stuff, of course, but the dark maze in the SW is somewhere you're likely to naturally explore in your search for the exit.
Man, I can't believe no one has mentioned Super Mario World at the very least. Star World and the special stages. That game is packed full of hidden content.
Yeah in the 2nd game you need to unlock an optional area and find + kill like 7 different cultists before a certain area. In regard to transformations: there's like 15+ transformation cards and to this day I've never figured out the uses of certain transformations. Outside of that, there's like 7 other optional areas and a post-game dungeon. Wonderful game
Does it really though? I've only played Disgaea 2 and half of 3, but it seems like optional content is 95% disgusting amounts of grinding and 5% unique content
Thanks for proving my point (if you are grinding alot then you aren't doing it right...because you must be missing content)Does it really though? I've only played Disgaea 2 and half of 3, but it seems like optional content is 95% disgusting amounts of grinding and 5% unique content
I mean, to be fair to myself, I've never bothered. LolThanks for proving my point (if you are grinding alot then you aren't doing it right...because you must be missing content)
Short cut to Lorian's boss battle?"Activate the elevator and jump off and then another elevator comes up from underneath it" is everything I ever wanted
It's my fault, I could have used "secret" content instead of hidden. Most people thought I was talking about things the players won't see.Reading the replies makes me wonder if people make distinctions between hidden, optional, and alternative content. To me hidden content is something that can be missed by not knowing it's existence in any way and has no real hints as to it's whereabouts. Optional content is when something like an NPC tells you about something you can do but isn't necessary to progress. Alternative content is when you have to choose what path/dialogue that unlocks different things to do/say but is up front about your choices.
So I can only see so many examples of actual hidden content here. Most games try very hard to get your attention to see what the developer made. NPC's contact/talk to you in a can't avoid it kind of way, giant structures in the distance, etc. It's very hard to miss a lot of that stuff in today's games. Just my take though, as I know game design can dictate how you can miss something.
lost kingdoms was what i thought of immediately, it has like 16 mandatory areas and 9 optional ones. you can miss 1/3 of the game by accident.I know that most people think this means "Demons Souls and later" but Lost Kingdoms I and II both have an absolute shitload of optional areas.
It's my fault, I could have used "secret" content instead of hidden. Most people thought I was talking about things the players won't see.
Nevertheless, it is always a pleasant surprise to read people's opinions. You guys sold me The Witcher 2. If it wasn't for this thread I would have no idea about its content
In the original Mortal Kombat, the developers put a lot of work into the Fatalities - but didn't actually expect anyone to figure out how to do them. They put them into the game hoping that rumors of Fatalities would spread mouth to mouth like a legend.
Yeah but AI fatalitities in Mortal Kombat were programmed to be extrermely rare, the developers wanted kids across school yards to debate about what they saw happen that one time. They also purposely chose the Fatality controls to be nothing related to actual in-game moves, and made you have to stand the right distance away from the character to do it. So even if someone saw a fatality, good luck being able to reproduce it to prove to your friends that a character literally got their head ripped off.You sure about that?
Reason being is computer enemies will use fatalities, so whether it was the console versions or in the arcades, you were going to see fatalities even if you had no idea how to execute them.
Yeah but AI fatalitities in Mortal Kombat were programmed to be extrermely rare, the developers wanted kids across school yards to debate about what they saw happen that one time. They also purposely chose the Fatality controls to be nothing related to actual in-game moves, and made you have to stand the right distance away from the character to do it. So even if someone saw a fatality, good luck being able to reproduce it to prove to your friends that a character literally got their head ripped off.
Just like the secret enemy Reptile - in the first Mortal Kombat, to fight Reptile you have to wait until a shadow crosses the moon on the pit level (happens once every 40 games), and then get two perfects without using the Block button and finish it with a Fatality (and not just hitting the enemy into the pit). They didn't expect anyone would ever figure out how the hell they did that, so nobody would believe them when they said their brother fought a green ninja.
What makes it even crazier, is the development team was all of 4 people, with a shorter dev cycle than they were used-to. Yet they still spent time putting in this secret content they didn't expect people to actually figure out.
Came here to say Isaac.
Wait, is that really true? I played this recently and I definitely feel like that there's at least a couple of bosses that you have to fight in the main questline. Salvador and Tommasi I think? Although yeah a lot of the big enounters are just mobs of enemies and a lot of the bigger bosses are side missions.
yep. Arcanum definitely springs to mind. Maybe now that Microsoft owns the IP and employs Tim Cain they can get a team to bring that world back using the Deadfire tools. (Hey I can dream right?)Planescape Torment and other RPGs from the era seemed to reward people who did side quests or just liked to explore the world.
One of my favorite examples of this type of thing in TW3 is that Barnabas Basil in Blood and Wine will introduce himself differently depending on when you first meet him.Some mentions of Witcher 3 which is great in this aspect, don't get me wrong - just try picking different choices and options in many quests and see how it's different - of course, not all of them or even the majority but there are still so many quests that are way different based on your decisions ..
For example, when there is the choice of going with Hjalmar or Cerys, try both .. both are way different and in both you learn something different and both take place at different locations, you meet different characters, different dialogs, different situations and so on.. the same with the Pellar and the choice to either go with the Bloody Baron and either going to find his dead new born baby (and then to either lift the curse or to kill the monster) or going with the Pellar to a different location (a ritual site) and doing something totally different than what you do in the first option ..
There are consenquences and quests that open in situations when you didn't do some other quests or made a choice without you noticing .. there are quests that can be open for the player only if he did some really specific actions in the previous hours or met some specific criteria for those quests to open and many of them are only available for a short time (either because some characters important for that quest can die in other quests or they are in totally different location or position by doing some other quests and so on and on)
Game has a ton of dialogs and lines and most players probably only hear a small fraction of them if they played Witcher 3 one time and didn't try to pick different choices and options in different playthroughs.. then there is a ton of miserable details, just one example : if you run away in Hearts of Stone expansion from the boss battle against the Ofieri mage Aamad and his group and after some time - either days or weeks - you go back to the same location, you find out that they are still waiting there for you but they did set up a camp in the place .. which is in my mind just some absolutely crazy detail
But Witcher 2 is in my opinion even crazier example : based on your decision at the end of the first act, location(s), characters, monsters, quests, choices and consenquences, loot, dialogs, events, interactions, info you discover are all completely different in the second act and based on your choices in this act the last, 3th act looks different and has different things happening in there.. if you want to know the majority of info from the main story, you need to play Witcher 2 atleast 2 times.. if you play Witcher 2 only once, you know and seen maybe, at best around 2/3 of the game
And another great example of a game with a lot of hidden content is Alpha Protocol.. and Cyberpunk 2077